Topic on Talk:Tom Clancy's Splinter Cell
This page shows the changes between two versions of a post by Br3n065 in the topic "Vselka Infiltration Glitch Fix" on Talk:Tom Clancy's Splinter Cell.
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My mind jumps straight to real time cutscenes, which Splinter Cell has only a few. The best is at the start of the '''Training''' level, where we can observe Lambert throughout the scene. And luckily differences are easy to spot, while Lambert walks down the corridor and during his final movement in the conference room(he walks from the side of the table to the end). ''each of the following were tested 10x'' | My mind jumps straight to real time cutscenes, which Splinter Cell has only a few. The best is at the start of the '''Training''' level, where we can observe Lambert throughout the scene. And luckily differences are easy to spot, while Lambert walks down the corridor and during his final movement in the conference room(he walks from the side of the table to the end). ''each of the following were tested 10x'' | ||
− | @ 30fps, 60fps: middle of corridor; stays close to the table and finds his mark. | + | @ 30fps, 60fps: middle of corridor; stays close to the table and finds his mark. |
− | + | @ 120fps, 144fps: diagonally(left to right) in corridor; takes a wide curve but finds the mark. | |
− | @ 120fps, 144fps: diagonally(left to right) in corridor; takes a wide curve but finds the mark. | + | @ 147fps: diagonally(left to right) in corridor; 20% chance that he will have to backtrack. |
− | + | @ 150fps: diagonally(left to right) in corridor; 70% chance that he will have to backtrack. | |
− | @ 147fps: diagonally(left to right) in corridor; 20% chance that he will have to backtrack. | + | @ 200fps: diagonally(left to right) in corridor; 100% chance that he will have to backtrack. |
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− | @ 150fps: diagonally(left to right) in corridor; 70% chance that he will have to backtrack. | ||
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− | @ 200fps: diagonally(left to right) in corridor; 100% chance that he will have to backtrack. | ||
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@ 60fps: his movement is direct, to the point. | @ 60fps: his movement is direct, to the point. | ||
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@ 120, 144fps: he takes a wider path and bumps into a concrete block. | @ 120, 144fps: he takes a wider path and bumps into a concrete block. | ||
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@ 180fps: ??% chance his wide path means that he will trigger a mine, thus killing himself. | @ 180fps: ??% chance his wide path means that he will trigger a mine, thus killing himself. | ||
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@ 200fps: his wide path means that he will trigger a mine, thus killing himself. | @ 200fps: his wide path means that he will trigger a mine, thus killing himself. | ||